﻿using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using GestionCases;
using GestionEco;

namespace Ecosystème
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        private IntPtr drawSurface;
        private tileMap uneTileMap;

        public Game1(IntPtr drawSurface)
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            this.drawSurface = drawSurface;
            graphics.PreparingDeviceSettings += new EventHandler<PreparingDeviceSettingsEventArgs>(graphics_PreparingDeviceSettings);
            System.Windows.Forms.Control.FromHandle((this.Window.Handle)).VisibleChanged +=new EventHandler(Game1_VisibleChanged);
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here
            Jeu.largeurEcran = Window.ClientBounds.Width;
            Jeu.hauteurEcran = Window.ClientBounds.Height;
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            this.uneTileMap=new tileMap(Content.Load<Texture2D>("textures"),Content.RootDirectory);
            this.uneTileMap.chargerMap("laMap");
            Jeu.simulation();


            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here

            Jeu.deplacementDesIndividus();
            

            base.Update(gameTime);
            
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin();
            this.uneTileMap.dessiner(spriteBatch);


            foreach (EtreVivant e in Jeu.Ev)
            {
                e.setEtreVivantTexture(new Texture2D(graphics.GraphicsDevice, 5, 5));
                e.getEtreVivantTexture().SetData(e.getdata());
                spriteBatch.Draw(e.getEtreVivantTexture(),e.position.getPosEnVecteur(), Color.White);

            }
            spriteBatch.End();
            base.Draw(gameTime);
        }

        void graphics_PreparingDeviceSettings(object sender, PreparingDeviceSettingsEventArgs e)
        {
            e.GraphicsDeviceInformation.PresentationParameters.DeviceWindowHandle = drawSurface;
        }

        private void Game1_VisibleChanged(object sender, EventArgs e)
        {
            if (System.Windows.Forms.Control.FromHandle((this.Window.Handle)).Visible == true)
                System.Windows.Forms.Control.FromHandle((this.Window.Handle)).Visible = false;
        }
        
    }
}
